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Messages - Platypi

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196
Off Topic / Re: Mocheeze is in the thread!™
« on: December 01, 2017, 07:19:03 PM »
no swearing
heck

He helped create the Return to Blockland mod for Blockland's alpha stage 'v0002'
Ah, okay. Thanks for the info!

197
Add-Ons / Avatar Favorites Keybinds
« on: December 01, 2017, 07:04:38 PM »
A simple client mod that allows you to add keybinds for your avatar favorites. Keybinds can be found under the division "Avatar Favorites".

Suggested by Edd Eddington.


Download


GitHub

198
General Discussion / Re: OPEN LETTER TO "Torin" BLID 34024
« on: December 01, 2017, 03:57:23 AM »
whenever the dude named spaceguy joins a server i jump in my seat but then remember that its just a rando
Ah stuff. That's not Spaceguy?

I've been duped.

199
Modification Help / Re: e launcher
« on: December 01, 2017, 03:55:46 AM »
Here's what you want to include at the start of server.cs to force-load the gun add-on.

Code: [Select]
if(ForceRequiredAddOn("Weapon_Gun") == $Error::AddOn_NotFound) {
error("Weapon_Gun not found! The \"e\" weapon will not be loaded");
return;
}

I also recommend either changing the fire rate, blow-back, or both.

200
Suggestions & Requests / Re: roblox weapon pack
« on: December 01, 2017, 03:36:22 AM »

the rocket launcher is a excuse
you cant even tell if its from roblox
still we need this in our lives
Agreed. The Roblox rocket launcher isn't cheese-y enough.

201
Suggestions & Requests / Re: appearance bind
« on: December 01, 2017, 03:30:39 AM »
Alright, finally got around to it. Here you go.

Keybinds can be found under the division "Avatar Favorites".

202
Off Topic / Re: Mocheeze is in the thread!™
« on: December 01, 2017, 12:29:45 AM »
Who the frick is mocheeze? I'm reading that he had something to do with RTB, but I don't know.

203
Suggestions & Requests / Re: appearance bind
« on: December 01, 2017, 12:22:35 AM »
Doesn't sound too hard. I'll try hacking it up.

204
Suggestions & Requests / Re: [SOLVED] Guns from Furdle's Grand Theft Auto?
« on: November 30, 2017, 08:47:38 PM »
Holy stuff I remember that server from so long ago. I loving loved it....I wish it was still up. D:
F

205
Why are you creating your own brick group, why can't you use the public one? You could try just using serverDirectSaveFileLoad() to load bricks instead.
The plan is two have two seperate brickgroups. One will house a spawn room, which will always be present. The other will be for maps, which will be deleted and loaded independent of the spawn room.

serverDirectSaveFileLoad() works fine. I haven't tried specifying the brickgroup yet, though. Got too tired.

I also think that brick groups need to be named the BL_ID they're attached to for some reason so like for yours it would have to be BrickGroup_0 (I could be wrong on that one but I remember something like that)
I'll try that when I get home.

As for detecting when bricks/events are done loading, assuming you get the loading done correctly just package ServerLoadSaveFile_End().
I feel dumb for not seeing this in the trace, lol. This is why I shouldn't post help threads at 2 AM. Anyway, thanks!

206
Here's my code:
Code: [Select]
new SimGroup(BrickGroup_Test : BrickGroup_888888)
{
bl_id = "0";
isPublicDomain = "0";
};
mainBrickGroup.add(BrickGroup_Test);
$LoadingBricks_BrickGroup = BrickGroup_Test;
$LoadingBricks_Client = -1;
$LoadingBricks_ColorMethod = 3;
$LoadingBricks_DirName = "";
$LoadingBricks_DoOwnership = true;
$LoadingBricks_FileName = %file;
$LoadingBricks_PositionOffset = "0 0 0";
$LoadingBricks_Silent = true;
$LoadingBricks_StartTime = getSimTime();
ServerLoadSaveFile_Start(%file);

How do I check when ServerLoadSaveFile_Start() is finished loading bricks? None of the $LoadingBricks_ variables seem to flag this, and I'm not sure where else to look.

Events don't seem to load properly, either. (There was this thread on the same topic. But thread was locked after the solution was found, with no follow-up.)

207
since you can code, you can likely rip some of the stuff i wrote into the Laser Range Finder. it shouldnt be that hard to key it to an event instead and replace the emitter with a shapename, and also make the static shape extend extremely far into the sky, past the bounds of the build.

as for unobstructed by walls that isnt really possible unless you do a bottomprint compass system akin to the classic bounty hunter gamemode.
That looks promising. I'll see what I can do with it.

Also, your download buttons don't work. You just need to remove the "test" subdomain from the URLs.

208
General Discussion / Re: We are able to nominate Blockland on Steam
« on: November 27, 2017, 06:40:25 AM »
We're not gonna win an award at this rate...
Get you and toxic attitude out of here, bucko. Only positive vibes in this thread.


But yeah probably not. Nevertheless, Mac N Cheese for life.

209
Suggestions & Requests / Re: /dab addon
« on: November 27, 2017, 06:38:32 AM »
We already have a fidget spinner add-on. This is the logical next step.

210
I'm looking for some way to clearly indicate the location of flags and capture points for Slayer CTF and Territory gamemodes. The current idea is a beacon (i.e. like beacons in Minecraft) centralized on each flag and capture point that extend from ground to sky.

Alternatively, I would settle for nametags that are unobstructed by walls. This might actually be ideal for maps where the sky can't be seen. Not sure how to do this, though.

I am open to alternative suggestions for how to clearly indicate the location of flags and capture points. I am planning on using this on a trench map, so simply making the map design intuitive isn't a sure-fire solution, since players could simply obscure flag spawns and capture points. Likewise, I plan on having maps cycle, so not every player will have the chance to familiarize themselves with the layout of every map.

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